Fertile Plains v1.0
Description:These mods change the terrain generator.Fertile Plains: This mod removes both the edge mountain and sand.
Fertile Plains - Edge Mountain: This mod just removes sand.
Fertile Plains - Caves: This mod generates a decently sized cave for you to start in. (Can cause problems. Read mod description in-game.)
Fertile Plains - Impenetrable Mountain: The Edge Mountain cannot be mined out.
Fertile Plains - Coast: Generates a shoreline along one of the map edges. Who said this uncharted RimWorld couldn't have a nice coast to relax by. (The water reduces walking speed to 10%)
Fertile Plains - Valley: Two mountains generate here. One to the North, and the other to the South, creating a nice valley.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Downloads:
- Fertile Plains v1.0 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=1684)
- Fertile Plains - Edge Mountain v1.0 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=1929)
- Fertile Plains - Caves v1.0 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=1930)
- Fertile Plains - Impenetrable Mountain v1.0 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=1977)
- Fertile Plains - Coast v1.1 (http://www.mediafire.com/download/euxahighd6cq65j/Fertile_Plains_-_Coast_v1.1.7z)
- Fertile Plains - Valley v1.0 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2066)
These four have only one side of the map open.- Fertile Plains - OSO-North (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2076) Screenshot: http://i.imgur.com/X0DlwPJ.png
- Fertile Plains - OSO-East (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2077) Screenshot: http://i.imgur.com/y7g38WZ.png
- Fertile Plains - OSO-South (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2078) Screenshot: http://i.imgur.com/CF66rVe.png
- Fertile Plains - OSO-West (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2079) Screenshot: http://i.imgur.com/BAhkvbW.png (This one was an exception. The map will not normally generate like that.)
These are exactly like the ones above, except they don't generate thick roofs.
- NTR-Fertile Plains v1.0 (http://www.mediafire.com/download/3v9g89y9vvcyiyl/NTR-Fertile_Plains.7z)
- NTR-Fertile Plains - Edge Mountain v1.0 (http://www.mediafire.com/download/9wi6d8zb4ybbvr3/NTR-Fertile_Plains_-_Mountain.7z)
- NTR-Fertile Plains - Caves v1.0 (http://www.mediafire.com/download/d3caq2q4usy883j/NTR-Fertile_Plains_-_Cave.7z)
- NTR-Fertile Plains - Impenetrable Mountain v1.0 (http://www.mediafire.com/download/8oa5v4deqcstkbv/NTR-Fertile_Plains_-_Impenetrable_Mountain.7z)
- NTR-Fertile Plains - Coast v1.1 (http://www.mediafire.com/download/v40i670iq3c9jli/NTR-Fertile_Plains_-_Coast_v1.1.7z)
Mod Compatibility:Download these if you wish to use this terrain generator with a specific mod that also changes the terrain generator.
- Fertile Plains for Industrial RIM v1.1.2 (http://www.mediafire.com/download/995fgfceq5v88e7/FertilePlainsCompatibility+with+IndustrialR.zip) - Made by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481)
- Fertile Plains with Mountain for Industrial RIM v1.1.2 (http://www.mediafire.com/download/i9ts9gbgtt03w3t/Fertile_Plains_-_Mountain_with.IRIM.zip) - Made by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481)
- Fertile Plains with Caves for Industrial RIM v1.1.2 (http://www.mediafire.com/download/sd343f86e22df43/Fertile_Plains_-_Cave_with.IRIM.zip) - Made by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481)
- Fertile Plains with Impenetrable Mountain for Industrial RIM v1.1.2 (http://www.mediafire.com/download/ocs2jzobuh19coo/Fertile_Plains_-_Impenetrable_Mountain_with.IRIM.zip) - Made by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481)
- Fertile Plains with Coast for Industrial RIM v1.1.2 (https://www.mediafire.com/?uc8c56e48kaktrl) - Made by Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481)
Please note that I have not tested these versions for BetterPower+ but they should work.- Fertile Plains for BetterPower+ v2.4.1 (http://www.mediafire.com/download/aaisv3ft32uj0jy/Fertile_Plains_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
- Fertile Plains with Edge Mountain for BetterPower+ v2.4.1 (http://www.mediafire.com/download/dr2nbb2unb9roud/Fertile_Plains_-_Mountain_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
- Fertile Plains with Caves for BetterPower+ v2.4.1 (http://www.mediafire.com/download/33wl0qcb618cv69/Fertile_Plains_-_Cave_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
- Fertile Plains with Impenetrable Mountain for BetterPower+ v2.4.1 (http://www.mediafire.com/download/33wl0qcb618cv69/Fertile_Plains_-_Cave_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
- Fertile Plains with Coast v1.1 for BetterPower+ v2.4.1 (http://www.mediafire.com/download/n1jw70j8tym7wkr/Fertile_Plains_-_Coast_v1.1_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
- Fertile Plains with Valley for BetterPower+ v2.4.1 (http://www.mediafire.com/download/9dbm4d55jtnj943/Fertile_Plains_-_Valley_-_BP+.7z) - Made by ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959)
Screenshots:I stitched together 3 complete maps that are 200x200.
Fertile Plains:
World 1: http://i.imgur.com/UVw8ts4.png
World 2: http://i.imgur.com/vuEO0EK.png
World 3: http://i.imgur.com/y6bIsH2.png
Fertile Plains - Caves:
World 1: http://i.imgur.com/IN7RjvW.png
World 2: http://i.imgur.com/GOY7j4G.png
World 3: http://i.imgur.com/z0ilyIY.png
Fertile Plains - Impenetrable Mountain:
World 1: http://i.imgur.com/Kr0mXth.png
Fertile Plains - Coast v1.1:
World 1: http://i.imgur.com/kdFyYGV.png
World 2: http://i.imgur.com/dEp2baO.png
World 3: http://i.imgur.com/KJKEIlC.png
Fertile Plains - Valley:
World 1: http://i.imgur.com/jLUmKBu.png
World 2: http://i.imgur.com/KLKatKe.png
World 3: http://i.imgur.com/z9iN8mo.png
Notes:- This mod will not work with other mods that change the terrain generator.
- In rare cases you may see this error message: "Scatterer Genner_ScatterMinerals could not find square to generate at." You can safely ignore this message. Just click the small X in the corner of the window that shows up, or hit the tilde (~) key to close it.
- Fertile Plains - Caves: Error messages will be shown when the world is first generated. These can be ignored. If the error message window appears again during the first in-game day, you will need to generate a new world.
- Fertile Plains - Coast: The game may generate rock roofs over the deep water, as well as placing ruins out there. The game will not place rock debris or resources in the deep water.
Snowy Worlds v1.0
Description:These mods change the terrain generator.Snowy Worlds: Nearly identical to the normal generator, except generates a snow covered landscape.
Snowy Worlds - Valley: Two mountains generate here. One to the North, and the other to the South, creating a nice, snowy valley.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Downloads:
- Snowy Worlds v1.0 (http://www.mediafire.com/download/8744nep4et2yfaf/Snowy_Worlds.7z)
- Snowy Worlds - Valley v1.0 (http://www.mediafire.com/download/n1jqkcmp7qobg1w/Snowy_Worlds_-_Valley.7z)
Screenshots:Snowy Worlds: http://i.imgur.com/wJdsGuN.png
Snowy Worlds - Valley: http://i.imgur.com/KwoeLhr.png
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I really like this mod :) I always wanted more grassy green area to farm and grow flowers to look all nice but it's always all sand. This mod goes great with the Wood Economy mod making nice little farms.
(http://i.imgur.com/P6qP2GJ.jpg)
This looks pretty nice, it's an interesting change from the frequent mountains and desert of the regular game. This plus wood economy might make a very pretty looking more forested planet for players to work with
Is there any way you can make it work with industrial rim
Quote from: americany13 on April 12, 2014, 03:49:59 PM
Is there any way you can make it work with industrial rim
I'm going to presume that ItchyFlea will be completely fine with making this mod compatible with Industrial RIM, I'll get it down now :)
Quote from: Cala13er on April 12, 2014, 04:15:18 PM
Quote from: americany13 on April 12, 2014, 03:49:59 PM
Is there any way you can make it work with industrial rim
I'm going to presume that ItchyFlea will be completely fine with making this mod compatible with Industrial RIM, I'll get it down now :)
cool
It comes with the Creative Commons Attribution-ShareAlike 4.0 International Public License, so yes, I'm fine with people making this compatible with their mods, as long as they state that they are using a modified portion of my mod and distribute it with the above licence.
Quote from: ItchyFlea on April 12, 2014, 09:37:42 PM
It comes with the Creative Commons Attribution-ShareAlike 4.0 International Public License, so yes, I'm fine with people making this compatible with their mods, as long as they state that they are using a modified portion of my mod and distribute it with the above licence.
I think it's probably best you put it in the main post, I don't think everyone who wants this and industrial rim will scroll down the comments section :)
Snow biome! Lava planet! Complete mountain land with tiny hole in the middle where you crash land! :P That last one is probably doable actually.
You could make that one, would be neat. Hide empty areas inside the mountain where you mine around and hit an empty pocket and the game says "You've discovered an area" or something. :P I remember bumping into areas before.
I've done the last one, but it causes several problems with animals. The game considers them to be serious problems, and as such the dev console pops up every couple of seconds.
I've toyed with adding lava to the game.
Here's some screenshots of different methods I've tried for adding it: (Texture is from Google)
http://i.imgur.com/FO9TRuP.png
http://i.imgur.com/DKpWSas.png
http://i.imgur.com/uUSCfY2.png
Might be able to do snow as well, but haven't tried.
Well, you could leave one edge exposed. Like a sort of tunnel or dead end canyon. Or perhaps, even better, would be having multiple holes. In the images below, black is mountain, brown is ground.
Canyon:
(https://dl.dropboxusercontent.com/u/30270697/canyonrimworld.png)
Multiple Areas:
(https://dl.dropboxusercontent.com/u/30270697/holesrimworld.png)
Also, lava should be harmful, and destroy items on top of it, as well as killing any creature who touches it. You'd also need another mod to use lava but anyway, lava isn't part of this discussion. :P Can private message me if you want some ideas on lava. I'm currently bug testing Better Power + and some other things.
This is very interesting ItchyFlea. It could make interesting gameplay to have differing biomes, or maybe possibly some sort of seasonal change. ;) ...is this even possible?
how do i get mah mountain back? i prefer making a huge base inside mountains...
Quote from: AntiMatter on April 17, 2014, 12:55:25 PM
how do i get mah mountain back? i prefer making a huge base inside mountains...
well that's a hard one. remove the mod maybe :p
I was cool with this until I found it was like paper to my mountains. Then I was like scissors to its paper.
Uploaded a version which includes the edge mountain. :)
And now there's a version that's basically a decently-sized cave. Unfortunately there are errors with this one. Read the in-game mod description for more info. Most of the game's systems are designed for a world that is open, so a cave screws up those systems.
O.O that was fast! Thanks!
Quote from: ItchyFlea on April 17, 2014, 09:07:36 PM
Uploaded a version which includes the edge mountain. :)
And now there's a version that's basically a decently-sized cave. Unfortunately there are errors with this one. Read the in-game mod description for more info. Most of the game's systems are designed for a world that is open, so a cave screws up those systems.
Itchy,
Made compatible versions of the mountains and caves. You can put them under mod compatibility if you wish.
Fertile Plains with Caves for IR (https://www.mediafire.com/?g53hc8qndmo4dal)
Fertile Plains with Mountains for IR (https://www.mediafire.com/?s5zji17qtv8wagl)
Quote from: ItchyFlea on April 17, 2014, 09:07:36 PM
Uploaded a version which includes the edge mountain. :)
And now there's a version that's basically a decently-sized cave. Unfortunately there are errors with this one. Read the in-game mod description for more info. Most of the game's systems are designed for a world that is open, so a cave screws up those systems.
Oh this is nice :)
Despite glaring problems (raiders dropping into unexplored regions) the caves are actually quite nice to play with. :)
Added versions compatible with BetterPower+ v2.3.4 (http://ludeon.com/forums/index.php?topic=2249.0)
Added a 4th generator. This one is pretty much identical to the Edge Mountain one, except that the mountain is made of a new rock type that cannot be mined.
It's actually a part of an unannounced mod I'm working on (major hints about it can be found in this thread (http://ludeon.com/forums/index.php?topic=3184.0)) but I figured I'd post this, as it will more than likely create a unique experience.
Question! Do i need the original Fertile Plains, for the Fertile Plains for Industrial Rim to work?
Quote from: Blackjack1000K on April 21, 2014, 11:14:53 PM
Question! Do i need the original Fertile Plains, for the Fertile Plains for Industrial Rim to work?
Nope. Fertile Plains for Industrial RIM will work by itself. Just remember to activate it after you have activated Industrial RIM.
However it is for a previous version of Industrial RIM. The only differences between v1.0.0 and v1.1.2 I know of for the map generator are the sizes of some ore deposits.
Quote from: ItchyFlea on April 22, 2014, 01:45:11 AM
Quote from: Blackjack1000K on April 21, 2014, 11:14:53 PM
Question! Do i need the original Fertile Plains, for the Fertile Plains for Industrial Rim to work?
Nope. Fertile Plains for Industrial RIM will work by itself. Just remember to activate it after you have activated Industrial RIM.
However it is for a previous version of Industrial RIM. The only differences between v1.0.0 and v1.1.2 I know of for the map generator are the sizes of some ore deposits.
Alright thanks!
Made compatibility with v1.1.2. (v1.0.0 files have been removed)
Industrial Rim with Fertile Plains - Link is the same, just downloads new file. (129 Downloads)
Industrial Rim with Fertile Plains - Caves - New Link - Download Here (http://www.mediafire.com/download/sd343f86e22df43/Fertile_Plains_-_Cave_with.IRIM.zip) (Reached 47 Downloads, Now reset)
Industrial Rim with Fertile Plains - Mountain - New Link -Download Here (http://www.mediafire.com/download/i9ts9gbgtt03w3t/Fertile_Plains_-_Mountain_with.IRIM.zip) (Reached 75 Downloads, Now reset)
Industrial Rim with Fertile Plains - Impenetrable Mountain - Download Here (http://www.mediafire.com/download/ocs2jzobuh19coo/Fertile_Plains_-_Impenetrable_Mountain_with.IRIM.zip) (No Downloads :P )
For the cave version, I believe you should make it generate with 10 blocks of ground between the edges of the map and the inside of the map all the way around, this would prevent a lot of errors I believe. Or take the suggestion of a canyon and have one edge exposed by default with a large inner area. :P Like my image.
From what I understand, the generator doesn't work in that way, and I don't know enough about C# to be able to make my own that does. Although I could be wrong. As there's still a ton of things I'm learning, including ways of generating things that I initially thought were not possible, such as this: http://i.imgur.com/TfmEx4N.png (Coastal colonies anyone? In-progress version will be released in about 6 hours.)
I'll revisit the cave generator in a few days, after I've learned more about how to manipulate the generator via .xml. I do like the canyon idea, and will be experimenting to try and get something like that next. :)
I have one idea for one that is like your coastal, but no thick roof anywhere. So you can mine out every mountain completely and they all be gone permanently. This could also go with some of your other light mountain generation maps where there is little mountain and much land. It's really too bad you can't select the type of map generated when you click new colony. You have to download new map generators all the time and figure out which one to activate in your mod menu. It'd be nice to have a button to select the type of map you load, like those advanced options with map size that you can select.
What happens when you walk into the water by the way? On that map.
I'll post a suggestion in the appropriate forum regarding selectable map generators.
As for the water, it's just like any other walkable tile, although in this case movement speed is slowed right down to 10%. I'll look into removing the thick roofs and if that works, I'll post versions of all the generators with the option of no thick roofs, along with the coastal generator. Shouldn't take too long. :D
I think I'm going to have to considering renaming this entire thread, since it's starting to become a large collection of map generators. :)
EDIT: They've been posted. Also posted versions that don't generate thick roofs. ;D
Well, you could make the coastal waters have no walkable for deep water, if you can make it generate deep water 3-5 blocks out with patches of shallow water in it? Shallow water 7-10% walk speed. If you really wanted, deep water could still have 5% walk speed. With sharks! xD
At the moment, at least from what I can tell (when testing to make lava for a lava-world) tiles cannot be set as unwalkable, at least not at the moment. As for generating deep water further out, well it could be done, but with only a 25% chance that it would actually generate in the water.
What I'm using to generate the coastline randomly chooses what side of the map it generates on. I'd have to write a generator class if I wanted control over where it generates. Unfortunately my C# skills are virtually non-existent.
Then again, just last week I thought it was impossible to generate a coastline at all, so in another week I might figure out how to get it done. :D
If you set the path cost to something over 10000 I think the game would intepret that as unwalkable.
I have a friend who used to do DLL stuff all the time, he might be able to help with C# stuff. I'm not entirely sure. I have to test his skills with getting his help on a mod I want to make. :P
Why Don't you try out the code in better power with the lava because better power has barbed wire that damages citizens and enemy's.
As per usual :)
Industrial RIM with Fertile Plains - Shoreline.
https://www.mediafire.com/?uc8c56e48kaktrl
Can you make one with the edge mountain and coastline?
The problem with an edge mountain and shoreline is that the generator doesn't allow for specific placement of the edge mountain or shoreline, so in theory, there is a chance that they generate on top of each other. I'll see what I can do to reduce that. I personally hate spending a few minutes getting the ideal colonists (trying to get myself with decent skills feels weird), only to have a map that doesn't work for my intended storyline. :-\
Quote from: ItchyFlea on April 24, 2014, 05:02:17 AM
The problem with an edge mountain and shoreline is that the generator doesn't allow for specific placement of the edge mountain or shoreline, so in theory, there is a chance that they generate on top of each other. I'll see what I can do to reduce that. I personally hate spending a few minutes getting the ideal colonists (trying to get myself with decent skills feels weird), only to have a map that doesn't work for my intended storyline. :-\
Well since you can change which genner it uses, I'll try alter the original and make it spawn them at opposite sides.
nice cant wait to use these maps
You can write your own genners. Most of them are pretty simple. I worked to make the system extensible by modders!
Fertile Plains - Coast has been updated to v1.1
This update solves most of the problems regarding rock debris and resources in the water, and improves the overall look of the coastline.
Screenshots! Screeeennnshoootttsss!!!
Quote from: Tynan on April 28, 2014, 12:56:32 AM
Screenshots! Screeeennnshoootttsss!!!
You seem to be a little bit excited there Tynan ;)
You drinking Redbull? :P
Screenshots for Fertile Plains - Coast v1.1
All 3 worlds are 200x200.
World 1: http://i.imgur.com/kdFyYGV.png
World 2: http://i.imgur.com/dEp2baO.png
World 3: http://i.imgur.com/KJKEIlC.png
Those thick rock roofs tho.
Quote from: Blackjack1000K on April 28, 2014, 01:39:47 AM
Those thick rock roofs tho.
Soon they will be a thing of the past.
Yet another generator has been added. This one is something I've wanted to make for a while. This generates two mountains, one to the North and one to the South, creating a valley. :D
Screenshots:
World 1: http://i.imgur.com/jLUmKBu.png
World 2: http://i.imgur.com/KLKatKe.png
World 3: http://i.imgur.com/z9iN8mo.png
Quote from: ItchyFlea on April 28, 2014, 09:07:28 AM
Yet another generator has been added. This one is something I've wanted to make for a while. This generates two mountains, one to the North and one to the South, creating a valley. :D
Nice! ... One question though: Could it happen that you are completly walled of? The last screenshot has only the west open, so do you have programmed in that at least either east or west are free for visitors?
Quote from: Darkfirephoenix on April 28, 2014, 09:13:32 AM
Nice! ... One question though: Could it happen that you are completly walled of? The last screenshot has only the west open, so do you have programmed in that at least either east or west are free for visitors?
I hadn't thought of that, but I guess it's possible to end up completely walled off. A solution to this will probably take a few days. In the mean-time a workaround solution would be to mine into the rock at one end of the world.
Quote from: ItchyFlea on April 28, 2014, 09:07:28 AM
Yet another generator has been added. This one is something I've wanted to make for a while. This generates two mountains, one to the North and one to the South, creating a valley. :D
Screenshots:
World 1: http://i.imgur.com/jLUmKBu.png
World 2: http://i.imgur.com/KLKatKe.png
World 3: http://i.imgur.com/z9iN8mo.png
Itchy! This is brilliant! Could I possibly use this for the water generation part of Industrial Rim. Appropriate credit will be given.
Thanks,
Calum.
Quote from: Cala13er on April 28, 2014, 09:31:34 AM
Itchy! This is brilliant! Could I possibly use this for the water generation part of Industrial Rim. Appropriate credit will be given.
Thanks,
Calum.
Sure. :)
I've re-uploaded the .7z file for Valley, so you should grab that if you grabbed the initial version. (I haven't changed the version number, as the change I made was very small.)
I've also added a brief note mentioning what I've added to the mountain genner, and what the value ranges are. Included in that note is blanket permission to anyone who wishes to use it in their own mod.
I'm also working on changing the terrain patch generator so that it can generate patches of rock instead of just terrain. That will be finished after I get some sleep. Something tells me coding at 2am is a bad thing. Especially since I don't know the C# language. :D
Although it seems to be working as intended: http://i.imgur.com/M8tYroM.png
The valleys are amazing, it's the kind of map I always aim for!
Very nice with the new 'Valley' look.
Quote from: ItchyFlea on April 28, 2014, 09:07:28 AM
Yet another generator has been added. This one is something I've wanted to make for a while. This generates two mountains, one to the North and one to the South, creating a valley. :D
I love this one (http://i.imgur.com/z9iN8mo.png) the most. Can you make a generator that always has 3 sides as mountain and always leaves one side open?
One side does always need to be open or you do start getting script errors. Kinda sucks. Would be nice to have it totally walled off and stop most visitors and animals. :P
Quote from: Vas on April 28, 2014, 05:28:18 PM
I love this one (http://i.imgur.com/z9iN8mo.png) the most. Can you make a generator that always has 3 sides as mountain and always leaves one side open?
Yes. Here's 4 generators, one for each specific open side, as well as screenshots of what they generate. (West is a special case, 9 times out of 10 it won't generate like that.)
Downloads:
Fertile Plains - OSO-North (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2076)
Fertile Plains - OSO-East (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2077)
Fertile Plains - OSO-South (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2078)
Fertile Plains - OSO-West (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2079)
Screenshots:
North Side: http://i.imgur.com/X0DlwPJ.png
East Side: http://i.imgur.com/y7g38WZ.png
South Side: http://i.imgur.com/CF66rVe.png
West Side: http://i.imgur.com/BAhkvbW.png
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Quote from: ItchyFlea on April 28, 2014, 07:31:56 PM
Quote from: Vas on April 28, 2014, 05:28:18 PM
I love this one (http://i.imgur.com/z9iN8mo.png) the most. Can you make a generator that always has 3 sides as mountain and always leaves one side open?
Yes. Here's 4 generators, one for each specific open side, as well as screenshots of what they generate. (West is a special case, 9 times out of 10 it won't generate like that.)
Would be even better if it could just randomly select one side to leave open and the other 3 closed off. :P But anyway. I'll try out the west one for a bit. Since I'm on a wide screen (like pretty much everyone else in the world) it makes sense that you'd want east or west open.
What I've learned about the map generator over the past couple of weeks. This isn't meant to be a tutorial on how to add specific things, but rather just a collection of things explaining what I think various parts of the generator do.
First off, Tynan has noted throughout the map generator .xml file what various parts do. I'm going to try and explain what each tag inside those classes does.
I'll be quoting various parts of code from the map generator .xml file, and I'll try to do it in order from top to bottom.
<li Class="Genner_FloatGridFadedCircle">
<gridName>Sanctity</gridName>
<radiusInner>12</radiusInner>
<radiusOuter>35</radiusOuter>
</li>
I'm fairly certain this part basically tells the game to ensure that the colonists have an open space to land in, rather than landing in a hill.
<li Class="Genner_RandomSelector">
This line is followed by 3 sections, which have various 'weights' attached to them, indicating how likely it is that the game will choose that generator for the main layout of where hills, sand, soil, etc are located on the map.
Specifically:
<genner Class="Genner_FloatGridPerlin">
<gridName>TerrainIntensity</gridName>
<perlinConfig>
<ampLow>0.4</ampLow>
<ampMid>0.3</ampMid>
<ampHigh>0.3</ampHigh>
</perlinConfig>
</genner>
This is what determines that. The three tags, ampLow, ampMid and ampHigh ultimately determine the main layout of the map. I don't know what each of those do, but they have something to do where the generator places rock.
<li Class="Genner_FloatGridGrossFade">
<gridName>TerrainIntensity</gridName>
<skipChance>0.2</skipChance>
<possibleFadeSpans>
<li>0.43</li>
<li>0.43</li>
<li>0.43</li>
<li>0.1</li>
</possibleFadeSpans>
</li>
This is the edge mountain generator. There's a 20% chance a map will not contain one at all (<skipChance>), and a 25% chance that it'll be a thin one that can barely be dug into, the 4 items listed under <possibleFadeSpans>. It randomly chooses what side of the map it'll be placed on.
<li Class="Genner_ThingsFromGrid">
<gridName>TerrainIntensity</gridName>
<thresholds>
<li>
<thingDef>Rock</thingDef>
<maxGridVal>0.45</maxGridVal>
</li>
</thresholds>
</li>
This is how much of the map should be composed of mineable rock. The value ranges between 0 and 1. At this point I'm going to point out this tag: <gridName>TerrainIntensity</gridName>
From what I understand, while the game generates the world, it is normally composed of two layers, the first is named Sanctity, the second TerrainIntensity. Santity is the area where your colonists land, and as such is always void of rock, regardless of whether or not the rest of the world is made of it.
You can create your own separate layers, giving them different names. I suggest reading this thread for a bit more insight into how you make a new layer: http://ludeon.com/forums/index.php?topic=3184.0
Making a new layer allows you to place different types of rock on the map. I initially used this for creating the Impenetrable Mountain generator, and have since done so for the others.
<li Class="Genner_RoofsFromGrid">
<gridName>TerrainIntensity</gridName>
<thresholds>
<li>
<roofDef>RoofRockThick</roofDef>
<maxGridVal>0.40</maxGridVal>
</li>
<li>
<roofDef>RoofRockThin</roofDef>
<maxGridVal>0.43</maxGridVal>
</li>
</thresholds>
</li>
I think this section is fairly self-explanatory. If you want to get rid of thick roofs, change the <maxGridVal> to 0. If you want to get rid of all types of roof, change both <maxGridVal> to 0.
<li Class="Genner_TerrainFromGrid">
<gridName>TerrainIntensity</gridName>
<thresholds>
<li>
<terrainDef>RoughStone</terrainDef>
<maxGridVal>0.46</maxGridVal>
</li>
<li>
<terrainDef>Gravel</terrainDef>
<maxGridVal>0.47</maxGridVal>
</li>
<li>
<terrainDef>Soil</terrainDef>
<maxGridVal>0.51</maxGridVal>
</li>
<li>
<terrainDef>Sand</terrainDef>
<maxGridVal>100</maxGridVal>
</li>
</thresholds>
</li>
This determines how much of the world is covered by differing types of terrain. All 4 list items must always be present in this generator, otherwise the game will crash. If you want to, for example, get rid of sand, you can either change it's value to 0, or if you want the game to place a different type of terrain where it otherwise would have placed sand, change the <terrainDef> tag to what you want. For Fertile Plains, I changed it to Soil.
<li Class="Genner_TerrainPatches">
<terrainDef>SoilRich</terrainDef>
<patchSizeRange>
<min>7</min>
<max>11</max>
</patchSizeRange>
<patchesPer10kSquaresRange>
<min>0.7</min>
<max>2</max>
</patchesPer10kSquaresRange>
</li>
This I think is also self-explanatory. This is the part that tells the game where to put those patches of rich soil. You can use this to have other types of terrain placed randomly around the map.
<li Class="Genner_ScatterMinerals">
<thingDefs>
<li>Mineral</li>
</thingDefs>
<chunkSize>29</chunkSize>
<minSpacing>5</minSpacing>
<countPer10kSquaresRange>
<min>10</min>
<max>10</max>
</countPer10kSquaresRange>
<forcedPlaceOffsets>
<li>(-5,0,-11)</li>
</forcedPlaceOffsets>
</li>
This is the part that determines how big each patch of metal is, as well as how many of those patches will be generated in the world.
<forcedPlaceOffsets> tells the game to make that metal patch that's always present next to your colonists when you start a new colony. If you want to add new ores to the game (lets say a patch of coal) you'd change this <thingDefs><li>Mineral</li></thingDefs> to the name of your new coal resource, and you'd want to get rid of the <forcedPlaceOffsets> tag, or at least change the values, so the game doesn't overlap the patches.
<li Class="Genner_ScatterThingGroups">
<thingDefs>
<li>RawPotatoes</li>
<li>RawBerries</li>
<li>Metal</li>
<li>Metal</li>
<li>Silver</li>
</thingDefs>
<minSpacing>15</minSpacing>
<countPer10kSquaresRange>
<min>1.7</min>
<max>1.7</max>
</countPer10kSquaresRange>
<spotMustBeStandable>true</spotMustBeStandable>
<groupSizeRange>
<min>3</min>
<max>6</max>
</groupSizeRange>
<stackCountRange>
<min>40</min>
<max>60</max>
</stackCountRange>
</li>
This is how the game decides where to put all those various piles of potatoes, berries, etc, when you start a new colony.
If you add a new resources to the game, and want it to be present when you start a new world, you'd either add it to this, by adding a new list item (<li>ResourceName</li>) or by copying and pasting this entire section, and changing the various values to what you need.
And that about covers it.
For a bit more info that discusses how I went about creating new layers, which allowed me to create the Impenetrable Mountain, Coastline, Valley mods, see this thread: http://ludeon.com/forums/index.php?topic=3184.0
I also suggest having a look at the .xml files for the various generators to see exactly what I've done to accomplish different things.
When the game just doesn't have enough flexibility, you can write your own genner, or modify and existing one to give yourself that flexibility.
Feel free to use the .dll below in your own mod. Just mention my name in the mod credits.
In the case of the Valley map generator, I needed to be able to control where the game placed the edge mountain, rather than letting it randomly choose where to put it.
As such, I created this .dll: MountainGenner.dll (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2088)
What I essentially did was add another tag that I could use to indicate which side of the map I wanted the mountain to be placed on.
That tag is named: <gridSide>
The values that can be placed in there range from 0 to 3. Each indicates a different side of the map. 0= East, 1= North, 2= West, 3= South
This is the code I used to have a mountain generated on either side of the map, creating the Valley generator:
<li Class="SideGenner.OptionalSide, MountainGenner">
<gridName>SideGrid</gridName>
<gridSide>1</gridSide>
<possibleFadeSpans>
<li>0.33</li>
</possibleFadeSpans>
</li>
<li Class="SideGenner.OptionalSide, MountainGenner">
<gridName>SideGrid</gridName>
<gridSide>3</gridSide>
<possibleFadeSpans>
<li>0.33</li>
</possibleFadeSpans>
</li>
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I don't understand what you're asking. :-\
If you want the edge mountain to generate on a random side, just use the normal edge mountain generator: <li Class="Genner_FloatGridGrossFade">
Quote from: ItchyFlea on April 29, 2014, 04:10:21 AM
I don't understand what you're asking. :-\
If you want the edge mountain to generate on a random side, just use the normal edge mountain generator: <li Class="Genner_FloatGridGrossFade">
Sorry, it didn't make much sense did it :P. Doesn't matter :)
Quote from: ItchyFlea on April 29, 2014, 04:10:21 AM
I don't understand what you're asking. :-\
If you want the edge mountain to generate on a random side, just use the normal edge mountain generator: <li Class="Genner_FloatGridGrossFade">
Who were you saying that too? :P
What I was asking for, is a way to randomize which side is open. You posted 4 separate versions of the 3 sided mountains. But why not just one version where the game will randomly pick which 3 sides are covered? Instead of having it always on the same sides.
I think what he means is, if you do this in your code and set the gridSide to -1:
public override void Generate()
{
if (gridSide < 0)
fadeDir = (int)System.Math.Floor(UnityEngine.Random.Range(0.0f, 3.99999f));
else
fadeDir = gridSide;
...
}
This way you have an optional random side generator.
(But it's not always said, that a valley is generated...)
Good show Itchy! you should put that little tutorial on the wiki, I'm sure a great many people would be very pleased to see it.
Quote from: Vas on April 29, 2014, 02:27:18 PM
Who were you saying that too? :P
I was saying it to Cala13er, but forgot to quote his post.
Love your mod Itchy, especially the coastal and valley mods.
Got me thinking though, is it possible for the generator to create a strip of water tiles through the middle of the map to make a river?
Thanks. :D
I've been looking into adding a river for the past couple of days, but haven't found a way to do it. Yet. :)
ItchyFlea can you make the valley terrain generation that it also generates wire spools for BP+ ?
Quote from: Bodog999 on May 05, 2014, 11:48:35 AM
ItchyFlea can you make the valley terrain generation that it also generates wire spools for BP+ ?
Here you go:
Fertile Plains with Valley for BetterPower+ v2.4.1 :)
EDIT: Download link moved to first post.
Quote from: ItchyFlea on May 05, 2014, 06:32:16 PM
Quote from: Bodog999 on May 05, 2014, 11:48:35 AM
ItchyFlea can you make the valley terrain generation that it also generates wire spools for BP+ ?
Here you go: Fertile Plains with Valley for BetterPower+ v2.4.1 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2186) :)
Dude I love you (In a non gay way)
I've finally had time to update the BetterPower+ versions to the current version of BP+. I haven't tested them, but there is no reason why they shouldn't work.
Can you make 3 side mountain version with Industrial rim or valley version with Industrial rim
Quote from: Lolik on May 08, 2014, 10:01:33 AM
Can you make 3 side mountain version with Industrial rim or valley version with Industrial rim
Yeah please do this!
Ithcy I've noticed that when I mine into the mountains with the valley with BP+ there are very very little metal pockets could you increase the spawn rate or is that very hard?
Quote from: Bodog999 on May 08, 2014, 02:08:35 PM
Ithcy I've noticed that when I mine into the mountains with the valley with BP+ there are very very little metal pockets could you increase the spawn rate or is that very hard?
Here you go. Mineral deposits are both larger (By about 25%) and slightly more frequent in the version below. :)
Download link: Valley v1.1 for BP+ (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2209)
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Snowy Worlds have made an appearance. As a result, the thread name has been changed.
Only two so far. Mod compatible versions may come along at a later date.
Great I love snow, but i think that you might want to re-texture the cactus into trees or something. Great mod I hope to see more of this
Quote from: Sicken on May 09, 2014, 04:28:32 AM
Great I love snow, but i think that you might want to re-texture the cactus into trees or something. Great mod I hope to see more of this
Trees are coming in A4, so when that's released I'll just rip out the cactus entirely from the snow generators. Until then I'll leave the cactus in as is. Mainly because I can't draw textures to save myself.
See the May 7 entry for more info about trees in A4: RimWorld public changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Quote from: ItchyFlea on May 09, 2014, 04:44:05 AM
Quote from: Sicken on May 09, 2014, 04:28:32 AM
Great I love snow, but i think that you might want to re-texture the cactus into trees or something. Great mod I hope to see more of this
Trees are coming in A4, so when that's released I'll just rip out the cactus entirely from the snow generators. Until then I'll leave the cactus in as is. Mainly because I can't draw textures to save myself.
See the May 7 entry for more info about trees in A4: RimWorld public changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Im somehow curious on what will happen to your mod called wood economy.
Quote from: Blackjack1000K on May 09, 2014, 05:42:27 AM
Im somehow curious on what will happen to your mod called wood economy.
Sarcastic answer: It'll be retired into the hall of great mods, where it will be able to rest. :P
Serious answer: The most likely outcome will simply be that Wood Economy won't get updated to work with Alpha 4.
Quote from: ItchyFlea on May 09, 2014, 03:26:30 AM
Snowy Worlds have made an appearance. As a result, the thread name has been changed.
Only two so far. Mod compatible versions may come along at a later date.
It looks awesome. Just a bit odd that all sorts of greenery are growing there though :P
Itchy I love the snowy landscape, keep up the work and let us know when the snowly landscape is capable with Industrial Rim and BP+ Have a nice day/night
Oh and Itchy I've also noticed that when I create a new map with the valley generator there are a lot of little rocks/mountains in the middle of the map. I was wondering if you change something to get rid of the little rocks/mountains in the middle of the map
Quote from: Tynan on May 09, 2014, 10:21:07 AM
It looks awesome. Just a bit odd that all sorts of greenery are growing there though :P
I don't get snow during winter in my part of New Zealand. Heck, the only time I saw snow fall from the sky was during a military course. (Called LSV. This video explains it (https://www.youtube.com/watch?v=_L9N-orxT84). If anyone reading this lives in NZ, I highly recommend doing it.)
This is totally awesome stuff! Especially the snowy stuff, it opens up the door for all kinds of different biomes. Would it be possible to make the mountains look like ice glaciers? I think that would make it even more awesome.
Nice to see a new world type was added while my hard drive was out of commission and my OS was infected with a severely deadly undetectable by any anti-virus virus. :P
Hey, I've made a One Side Open - South version to work with Industrial rim - Proud man <------
Was wondering why it hadn't already been done?
Is it possible to make a version, that just removes the mountain and keeps the sand?
Quote from: Azrael on May 22, 2014, 05:06:52 AM
Is it possible to make a version, that just removes the mountain and keeps the sand?
Done. :)
Download link: Normal Map - No Mountain (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2361).
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I must admit got the valley version and im very enjoying it, had a luck that valley was kinda devided in two with a moutain at the middle, and it was preety suprised when i discovered that, also the little caves and grass pockets makes the digginkg kinda like exploring :)
Is it possible to get an OSO to generate stone debris? I like the map but something seems to break that doesn't let the stone debris spawn and I haven't been able to figure it out on my own.
Quote from: CmdrQuartz on May 27, 2014, 04:43:12 PM
Is it possible to get an OSO to generate stone debris? I like the map but something seems to break that doesn't let the stone debris spawn and I haven't been able to figure it out on my own.
I never noticed that. For some reason, the debris genner is breaking. I'll see what I can do to fix it.
can you make the Valley compatible with Industrial RIM v1.1.2?
this mod is amaze. what about a coast/valley hybrid? I love having a beach but miss the snugness of the valleys.
hmm... any possibility of a "river/canyon" version with water in the middle and mountains on the side?
Quote from: spatula on May 28, 2014, 06:45:18 PM
this mod is amaze. what about a coast/valley hybrid? I love having a beach but miss the snugness of the valleys.
hmm... any possibility of a "river/canyon" version with water in the middle and mountains on the side?
A river canyon type thing is something I've looked into in the past. At the time I wasn't able to find a way to implement it with my limited programming knowledge. It is something I want to do though, so we'll hopefully see something in the future.
Quote from: alonerhapsody on May 28, 2014, 05:56:23 PM
can you make the Valley compatible with Industrial RIM v1.1.2?
Done. :)
Download link: Fertile Plains - Valley v1.1 for Industrial RIM v1.1.2 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2408)
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Quote from: ItchyFlea on May 28, 2014, 10:02:35 PM
Quote from: spatula on May 28, 2014, 06:45:18 PM
this mod is amaze. what about a coast/valley hybrid? I love having a beach but miss the snugness of the valleys.
hmm... any possibility of a "river/canyon" version with water in the middle and mountains on the side?
A river canyon type thing is something I've looked into in the past. At the time I wasn't able to find a way to implement it with my limited programming knowledge. It is something I want to do though, so we'll hopefully see something in the future.
Quote from: alonerhapsody on May 28, 2014, 05:56:23 PM
can you make the Valley compatible with Industrial RIM v1.1.2?
Done. :)
Download link: Fertile Plains - Valley v1.1 for Industrial RIM v1.1.2 (http://ludeon.com/forums/index.php?action=dlattach;topic=2910.0;attach=2408)
you are wonderful.
i was wondering if you could compress the oso south mod in somethin other than 7zip. my computer seems to hate that formate. could you put it in .rar or .zip for me please?
Help i got this error when try to start new colony. I used fertile plains with 4F version of game
(http://i.imgur.com/IH89xJ9.jpg)
Quote from: Peyote on June 30, 2014, 05:56:03 AM
Help i got this error when try to start new colony. I used fertile plains with 4F version of game
That's because this is for Alpha 3F.
The Alpha 4F version can be found in this thread, here: [MOD] (Alpha 4F) Map Generator Pack v1.1 (http://ludeon.com/forums/index.php?topic=3750.0)
EDIT: Locking this thread as this is outdated.